コード例 #1
0
 static int Add(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         Spine.ExposedList <Spine.Animation> obj = (Spine.ExposedList <Spine.Animation>)ToLua.CheckObject <Spine.ExposedList <Spine.Animation> >(L, 1);
         Spine.Animation arg0 = (Spine.Animation)ToLua.CheckObject <Spine.Animation>(L, 2);
         obj.Add(arg0);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
コード例 #2
0
        public void Apply(Skeleton skeleton, float lastTime, float time, ExposedList <Event> firedEvents, float alpha)
        {
            if (firedEvents == null)
            {
                return;
            }
            float[] array = this.frames;
            int     num   = array.Length;

            if (lastTime > time)
            {
                this.Apply(skeleton, lastTime, 2.14748365E+09f, firedEvents, alpha);
                lastTime = -1f;
            }
            else if (lastTime >= array[num - 1])
            {
                return;
            }
            if (time < array[0])
            {
                return;
            }
            int i;

            if (lastTime < array[0])
            {
                i = 0;
            }
            else
            {
                i = Animation.binarySearch(array, lastTime);
                float num2 = array[i];
                while (i > 0)
                {
                    if (array[i - 1] != num2)
                    {
                        break;
                    }
                    i--;
                }
            }
            while (i < num && time >= array[i])
            {
                firedEvents.Add(this.events[i]);
                i++;
            }
        }
コード例 #3
0
        /// <summary>Fires events for frames &gt; lastTime and &lt;= time.</summary>
        public void Apply(Skeleton skeleton, float lastTime, float time, ExposedList <Event> firedEvents, float alpha)
        {
            if (firedEvents == null)
            {
                return;
            }
            float[] frames     = this.frames;
            int     frameCount = frames.Length;

            if (lastTime > time)               // Fire events after last time for looped animations.
            {
                Apply(skeleton, lastTime, int.MaxValue, firedEvents, alpha);
                lastTime = -1f;
            }
            else if (lastTime >= frames[frameCount - 1])               // Last time is after last frame.
            {
                return;
            }
            if (time < frames[0])
            {
                return;                               // Time is before first frame.
            }
            int frame;

            if (lastTime < frames[0])
            {
                frame = 0;
            }
            else
            {
                frame = Animation.binarySearch(frames, lastTime);
                float frameTime = frames[frame];
                while (frame > 0)                   // Fire multiple events with the same frame.
                {
                    if (frames[frame - 1] != frameTime)
                    {
                        break;
                    }
                    frame--;
                }
            }
            for (; frame < frameCount && time >= frames[frame]; frame++)
            {
                firedEvents.Add(events[frame]);
            }
        }
コード例 #4
0
        public Skeleton(SkeletonData data)
        {
            if (data == null)
            {
                throw new ArgumentNullException("data cannot be null.");
            }
            this.data = data;

            bones = new ExposedList <Bone>(data.bones.Count);
            foreach (BoneData boneData in data.bones)
            {
                Bone parent = boneData.parent == null ? null : bones.Items[data.bones.IndexOf(boneData.parent)];
                Bone bone   = new Bone(boneData, this, parent);
                if (parent != null)
                {
                    parent.children.Add(bone);
                }
                bones.Add(bone);
            }

            slots     = new ExposedList <Slot>(data.slots.Count);
            drawOrder = new ExposedList <Slot>(data.slots.Count);
            foreach (SlotData slotData in data.slots)
            {
                Bone bone = bones.Items[data.bones.IndexOf(slotData.boneData)];
                Slot slot = new Slot(slotData, bone);
                slots.Add(slot);
                drawOrder.Add(slot);
            }

            ikConstraints = new ExposedList <IkConstraint>(data.ikConstraints.Count);
            foreach (IkConstraintData ikConstraintData in data.ikConstraints)
            {
                ikConstraints.Add(new IkConstraint(ikConstraintData, this));
            }

            transformConstraints = new ExposedList <TransformConstraint>(data.transformConstraints.Count);
            foreach (TransformConstraintData transformConstraintData in data.transformConstraints)
            {
                transformConstraints.Add(new TransformConstraint(transformConstraintData, this));
            }

            UpdateCache();
            UpdateWorldTransform();
        }
コード例 #5
0
 public void Apply(Skeleton skeleton, float lastTime, float time, ExposedList <Event> firedEvents, float alpha, MixPose pose, MixDirection direction)
 {
     if (firedEvents != null)
     {
         float[] frames = this.frames;
         int     length = frames.Length;
         if (lastTime > time)
         {
             this.Apply(skeleton, lastTime, 2.147484E+09f, firedEvents, alpha, pose, direction);
             lastTime = -1f;
         }
         else if (lastTime >= frames[length - 1])
         {
             return;
         }
         if (time >= frames[0])
         {
             int num2;
             if (lastTime < frames[0])
             {
                 num2 = 0;
             }
             else
             {
                 num2 = Animation.BinarySearch(frames, lastTime);
                 float num3 = frames[num2];
                 while (num2 > 0)
                 {
                     if (frames[num2 - 1] != num3)
                     {
                         break;
                     }
                     num2--;
                 }
             }
             while ((num2 < length) && (time >= frames[num2]))
             {
                 firedEvents.Add(this.events[num2]);
                 num2++;
             }
         }
     }
 }
コード例 #6
0
        public void Apply(Skeleton skeleton, float lastTime, float time, ExposedList <Event> firedEvents, float alpha)
        {
            float[] array = this.frames;
            if (time < array[0])
            {
                return;
            }
            int num;

            if (time >= array[array.Length - 1])
            {
                num = array.Length - 1;
            }
            else
            {
                num = Animation.binarySearch(array, time) - 1;
            }
            ExposedList <Slot> drawOrder = skeleton.drawOrder;
            ExposedList <Slot> slots     = skeleton.slots;

            int[] array2 = this.drawOrders[num];
            if (array2 == null)
            {
                drawOrder.Clear(true);
                int i     = 0;
                int count = slots.Count;
                while (i < count)
                {
                    drawOrder.Add(slots.Items[i]);
                    i++;
                }
            }
            else
            {
                int j    = 0;
                int num2 = array2.Length;
                while (j < num2)
                {
                    drawOrder.Items[j] = slots.Items[array2[j]];
                    j++;
                }
            }
        }
コード例 #7
0
        public void SetSlotsToSetupPose()
        {
            ExposedList <Slot> exposedList = slots;

            Slot[] items = exposedList.Items;
            drawOrder.Clear();
            int i = 0;

            for (int count = exposedList.Count; i < count; i++)
            {
                drawOrder.Add(items[i]);
            }
            int j = 0;

            for (int count2 = exposedList.Count; j < count2; j++)
            {
                items[j].SetToSetupPose();
            }
        }
コード例 #8
0
 public IkConstraint(IkConstraintData data, Skeleton skeleton)
 {
     if (data == null)
     {
         throw new ArgumentNullException("data", "data cannot be null.");
     }
     if (skeleton == null)
     {
         throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
     }
     this.data     = data;
     mix           = data.mix;
     bendDirection = data.bendDirection;
     bones         = new ExposedList <Bone>(data.bones.Count);
     foreach (BoneData bone in data.bones)
     {
         bones.Add(skeleton.FindBone(bone.name));
     }
     target = skeleton.FindBone(data.target.name);
 }
コード例 #9
0
        public void Apply(Skeleton skeleton, float lastTime, float time, ExposedList <Event> firedEvents, float alpha, MixPose pose, MixDirection direction)
        {
            ExposedList <Slot> drawOrder = skeleton.drawOrder;
            ExposedList <Slot> slots     = skeleton.slots;

            if (direction == MixDirection.Out && pose == MixPose.Setup)
            {
                Array.Copy(slots.Items, 0, drawOrder.Items, 0, slots.Count);
                return;
            }
            float[] array = frames;
            if (time < array[0])
            {
                if (pose == MixPose.Setup)
                {
                    Array.Copy(slots.Items, 0, drawOrder.Items, 0, slots.Count);
                }
                return;
            }
            int num = (!(time >= array[array.Length - 1])) ? (Animation.BinarySearch(array, time) - 1) : (array.Length - 1);

            int[] array2 = drawOrders[num];
            if (array2 == null)
            {
                drawOrder.Clear();
                int i = 0;
                for (int count = slots.Count; i < count; i++)
                {
                    drawOrder.Add(slots.Items[i]);
                }
                return;
            }
            Slot[] items  = drawOrder.Items;
            Slot[] items2 = slots.Items;
            int    j      = 0;

            for (int num2 = array2.Length; j < num2; j++)
            {
                items[j] = items2[array2[j]];
            }
        }
コード例 #10
0
ファイル: SkeletonBinary.cs プロジェクト: ZengHuiAn/sgk
 void ReadTransformAnimation(ref ExposedList <Timeline> timelines, SkeletonDataStream input, ref float duration, float scale)
 {
     // Transform constraint timelines.
     for (int i = 0, n = SkeletonDataStream.sp_readVarint(input.ptr, 1); i < n; i++)
     {
         int index      = SkeletonDataStream.sp_readVarint(input.ptr, 1);
         int frameCount = SkeletonDataStream.sp_readVarint(input.ptr, 1);
         TransformConstraintTimeline timeline = new TransformConstraintTimeline(frameCount);
         timeline.transformConstraintIndex = index;
         for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
         {
             timeline.SetFrame(frameIndex, SkeletonDataStream.sp_readFloat(input.ptr), SkeletonDataStream.sp_readFloat(input.ptr), SkeletonDataStream.sp_readFloat(input.ptr), SkeletonDataStream.sp_readFloat(input.ptr), SkeletonDataStream.sp_readFloat(input.ptr));
             if (frameIndex < frameCount - 1)
             {
                 SkeletonDataStream.sp_readCurve(input.ptr, frameIndex, timeline.curves);
             }
         }
         timelines.Add(timeline);
         duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TransformConstraintTimeline.ENTRIES]);
     }
 }
コード例 #11
0
        public void Apply(Skeleton skeleton, float lastTime, float time, ExposedList <Event> firedEvents, float alpha)
        {
            float[] frames = this.frames;
            if (time < frames[0])
            {
                return;                               // Time is before first frame.
            }
            int frame;

            if (time >= frames[frames.Length - 1])             // Time is after last frame.
            {
                frame = frames.Length - 1;
            }
            else
            {
                frame = Animation.binarySearch(frames, time) - 1;
            }

            ExposedList <Slot> drawOrder = skeleton.drawOrder;
            ExposedList <Slot> slots     = skeleton.slots;

            int[] drawOrderToSetupIndex = drawOrders[frame];
            if (drawOrderToSetupIndex == null)
            {
                drawOrder.Clear();
                for (int i = 0, n = slots.Count; i < n; i++)
                {
                    drawOrder.Add(slots.Items[i]);
                }
            }
            else
            {
                var drawOrderItems = drawOrder.Items;
                var slotsItems     = slots.Items;
                for (int i = 0, n = drawOrderToSetupIndex.Length; i < n; i++)
                {
                    drawOrderItems[i] = slotsItems[drawOrderToSetupIndex[i]];
                }
            }
        }
コード例 #12
0
ファイル: SkeletonBinary.cs プロジェクト: ZengHuiAn/sgk
        void ReadEventAnimation(ref ExposedList <Timeline> timelines, SkeletonDataStream input, ref float duration, float scale, ref SkeletonData skeletonData)
        {
            // Event timeline.
            int eventCount = SkeletonDataStream.sp_readVarint(input.ptr, 1);

            if (eventCount > 0)
            {
                EventTimeline timeline = new EventTimeline(eventCount);
                for (int i = 0; i < eventCount; i++)
                {
                    float     time      = SkeletonDataStream.sp_readFloat(input.ptr);
                    EventData eventData = skeletonData.events.Items[SkeletonDataStream.sp_readVarint(input.ptr, 1)];
                    Event     e         = new Event(time, eventData);
                    e.Int    = SkeletonDataStream.sp_readVarint(input.ptr, 0);
                    e.Float  = SkeletonDataStream.sp_readFloat(input.ptr);
                    e.String = input.ReadBoolean() ? input.ReadString() : eventData.String;
                    timeline.SetFrame(i, e);
                }
                timelines.Add(timeline);
                duration = Math.Max(duration, timeline.frames[eventCount - 1]);
            }
        }
コード例 #13
0
 public PathConstraint(PathConstraintData data, Skeleton skeleton)
 {
     if (data == null)
     {
         throw new ArgumentNullException("data", "data cannot be null.");
     }
     if (skeleton == null)
     {
         throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
     }
     this.data = data;
     bones     = new ExposedList <Bone>(data.Bones.Count);
     foreach (BoneData boneData in data.bones)
     {
         bones.Add(skeleton.FindBone(boneData.name));
     }
     target       = skeleton.FindSlot(data.target.name);
     position     = data.position;
     spacing      = data.spacing;
     rotateMix    = data.rotateMix;
     translateMix = data.translateMix;
 }
コード例 #14
0
 /// <summary>Copy constructor.</summary>
 public PathConstraint(PathConstraint constraint, Skeleton skeleton)
 {
     if (constraint == null)
     {
         throw new ArgumentNullException("constraint cannot be null.");
     }
     if (skeleton == null)
     {
         throw new ArgumentNullException("skeleton cannot be null.");
     }
     data  = constraint.data;
     bones = new ExposedList <Bone>(constraint.Bones.Count);
     foreach (Bone bone in constraint.Bones)
     {
         bones.Add(skeleton.Bones.Items[bone.data.index]);
     }
     target       = skeleton.slots.Items[constraint.target.data.index];
     position     = constraint.position;
     spacing      = constraint.spacing;
     rotateMix    = constraint.rotateMix;
     translateMix = constraint.translateMix;
 }
コード例 #15
0
ファイル: IkConstraint.cs プロジェクト: Phamdat210/HayDayFarm
 /// <summary>Copy constructor.</summary>
 public IkConstraint(IkConstraint constraint, Skeleton skeleton)
 {
     if (constraint == null)
     {
         throw new ArgumentNullException("constraint cannot be null.");
     }
     if (skeleton == null)
     {
         throw new ArgumentNullException("skeleton cannot be null.");
     }
     data  = constraint.data;
     bones = new ExposedList <Bone>(constraint.Bones.Count);
     foreach (Bone bone in constraint.Bones)
     {
         bones.Add(skeleton.Bones.Items[bone.data.index]);
     }
     target        = skeleton.Bones.Items[constraint.target.data.index];
     mix           = constraint.mix;
     bendDirection = constraint.bendDirection;
     compress      = constraint.compress;
     stretch       = constraint.stretch;
 }
コード例 #16
0
 public TransformConstraint(TransformConstraintData data, Skeleton skeleton)
 {
     if (data == null)
     {
         throw new ArgumentNullException("data", "data cannot be null.");
     }
     if (skeleton == null)
     {
         throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
     }
     this.data    = data;
     rotateMix    = data.rotateMix;
     translateMix = data.translateMix;
     scaleMix     = data.scaleMix;
     shearMix     = data.shearMix;
     bones        = new ExposedList <Bone>();
     foreach (BoneData bone in data.bones)
     {
         bones.Add(skeleton.FindBone(bone.name));
     }
     target = skeleton.FindBone(data.target.name);
 }
コード例 #17
0
 /// <summary>Copy constructor.</summary>
 public TransformConstraint(TransformConstraint constraint, Skeleton skeleton)
 {
     if (constraint == null)
     {
         throw new ArgumentNullException("constraint cannot be null.");
     }
     if (skeleton == null)
     {
         throw new ArgumentNullException("skeleton cannot be null.");
     }
     data  = constraint.data;
     bones = new ExposedList <Bone>(constraint.Bones.Count);
     foreach (Bone bone in constraint.Bones)
     {
         bones.Add(skeleton.Bones.Items[bone.data.index]);
     }
     target       = skeleton.Bones.Items[constraint.target.data.index];
     rotateMix    = constraint.rotateMix;
     translateMix = constraint.translateMix;
     scaleMix     = constraint.scaleMix;
     shearMix     = constraint.shearMix;
 }
コード例 #18
0
 /// <summary>Copy constructor.</summary>
 public TransformConstraint(TransformConstraint constraint, Skeleton skeleton)
 {
     if (constraint == null)
     {
         throw new ArgumentNullException("constraint cannot be null.");
     }
     if (skeleton == null)
     {
         throw new ArgumentNullException("skeleton cannot be null.");
     }
     data  = constraint.data;
     bones = new ExposedList <Bone>(constraint.Bones.Count);
     foreach (Bone bone in constraint.Bones)
     {
         bones.Add(skeleton.Bones.Items[bone.data.index]);
     }
     target    = skeleton.Bones.Items[constraint.target.data.index];
     mixRotate = constraint.mixRotate;
     mixX      = constraint.mixX;
     mixY      = constraint.mixY;
     mixScaleX = constraint.mixScaleX;
     mixScaleY = constraint.mixScaleY;
     mixShearY = constraint.mixShearY;
 }
コード例 #19
0
        private void ReadAnimation(Dictionary <String, Object> map, String name, SkeletonData skeletonData)
        {
            var   scale     = this.Scale;
            var   timelines = new ExposedList <Timeline>();
            float duration  = 0;

            // Slot timelines.
            if (map.ContainsKey("slots"))
            {
                foreach (KeyValuePair <String, Object> entry in (Dictionary <String, Object>)map["slots"])
                {
                    String slotName    = entry.Key;
                    int    slotIndex   = skeletonData.FindSlotIndex(slotName);
                    var    timelineMap = (Dictionary <String, Object>)entry.Value;
                    foreach (KeyValuePair <String, Object> timelineEntry in timelineMap)
                    {
                        var values       = (List <Object>)timelineEntry.Value;
                        var timelineName = (String)timelineEntry.Key;
                        if (timelineName == "color")
                        {
                            var timeline = new ColorTimeline(values.Count);
                            timeline.slotIndex = slotIndex;

                            int frameIndex = 0;
                            foreach (Dictionary <String, Object> valueMap in values)
                            {
                                float  time = (float)valueMap["time"];
                                String c    = (valueMap.ContainsKey("color"))?
                                              (String)valueMap["color"] : "FFFFFFFF";
                                timeline.SetFrame(frameIndex, time, ToColor(c, 0), ToColor(c, 1), ToColor(c, 2), ToColor(c, 3));
                                ReadCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.Add(timeline);
                            duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1] * ColorTimeline.ENTRIES);
                        }
                        else if (timelineName == "attachment")
                        {
                            var timeline = new AttachmentTimeline(values.Count);
                            timeline.slotIndex = slotIndex;

                            int frameIndex = 0;
                            foreach (Dictionary <String, Object> valueMap in values)
                            {
                                float time = (float)valueMap["time"];
                                timeline.SetFrame(frameIndex++, time, (String)valueMap["name"]);
                            }
                            timelines.Add(timeline);
                            duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
                        }
                        else
                        {
                            throw new Exception("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")");
                        }
                    }
                }
            }

            // Bone timelines.
            if (map.ContainsKey("bones"))
            {
                foreach (KeyValuePair <String, Object> entry in (Dictionary <String, Object>)map["bones"])
                {
                    String boneName  = entry.Key;
                    int    boneIndex = skeletonData.FindBoneIndex(boneName);
                    if (boneIndex == -1)
                    {
                        throw new Exception("Bone not found: " + boneName);
                    }
                    var timelineMap = (Dictionary <String, Object>)entry.Value;
                    foreach (KeyValuePair <String, Object> timelineEntry in timelineMap)
                    {
                        var values       = (List <Object>)timelineEntry.Value;
                        var timelineName = (String)timelineEntry.Key;
                        if (timelineName == "rotate")
                        {
                            var timeline = new RotateTimeline(values.Count);
                            timeline.boneIndex = boneIndex;

                            int frameIndex = 0;
                            foreach (Dictionary <String, Object> valueMap in values)
                            {
                                timeline.SetFrame(frameIndex, (float)valueMap["time"], (float)valueMap["angle"]);
                                ReadCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.Add(timeline);
                            duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * RotateTimeline.ENTRIES]);
                        }
                        else if (timelineName == "translate" || timelineName == "scale" || timelineName == "shear")
                        {
                            TranslateTimeline timeline;
                            float             timelineScale = 1;
                            if (timelineName == "scale")
                            {
                                timeline = new ScaleTimeline(values.Count);
                            }
                            else if (timelineName == "shear")
                            {
                                timeline = new ShearTimeline(values.Count);
                            }
                            else
                            {
                                timeline      = new TranslateTimeline(values.Count);
                                timelineScale = scale;
                            }
                            timeline.boneIndex = boneIndex;

                            int frameIndex = 0;
                            foreach (Dictionary <String, Object> valueMap in values)
                            {
                                float time = (float)valueMap["time"];
                                float x    = GetFloat(valueMap, "x", 0);
                                float y    = GetFloat(valueMap, "y", 0);
                                timeline.SetFrame(frameIndex, time, x * timelineScale, y * timelineScale);
                                ReadCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.Add(timeline);
                            duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * TranslateTimeline.ENTRIES]);
                        }
                        else
                        {
                            throw new Exception("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")");
                        }
                    }
                }
            }

            // IK constraint timelines.
            if (map.ContainsKey("ik"))
            {
                foreach (KeyValuePair <String, Object> constraintMap in (Dictionary <String, Object>)map["ik"])
                {
                    IkConstraintData constraint = skeletonData.FindIkConstraint(constraintMap.Key);
                    var values   = (List <Object>)constraintMap.Value;
                    var timeline = new IkConstraintTimeline(values.Count);
                    timeline.ikConstraintIndex = skeletonData.ikConstraints.IndexOf(constraint);
                    int frameIndex = 0;
                    foreach (Dictionary <String, Object> valueMap in values)
                    {
                        float time         = (float)valueMap["time"];
                        float mix          = GetFloat(valueMap, "mix", 1);
                        bool  bendPositive = GetBoolean(valueMap, "bendPositive", true);
                        timeline.SetFrame(frameIndex, time, mix, bendPositive ? 1 : -1);
                        ReadCurve(valueMap, timeline, frameIndex);
                        frameIndex++;
                    }
                    timelines.Add(timeline);
                    duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * IkConstraintTimeline.ENTRIES]);
                }
            }

            // Transform constraint timelines.
            if (map.ContainsKey("transform"))
            {
                foreach (KeyValuePair <String, Object> constraintMap in (Dictionary <String, Object>)map["transform"])
                {
                    TransformConstraintData constraint = skeletonData.FindTransformConstraint(constraintMap.Key);
                    var values   = (List <Object>)constraintMap.Value;
                    var timeline = new TransformConstraintTimeline(values.Count);
                    timeline.transformConstraintIndex = skeletonData.transformConstraints.IndexOf(constraint);
                    int frameIndex = 0;
                    foreach (Dictionary <String, Object> valueMap in values)
                    {
                        float time         = (float)valueMap["time"];
                        float rotateMix    = GetFloat(valueMap, "rotateMix", 1);
                        float translateMix = GetFloat(valueMap, "translateMix", 1);
                        float scaleMix     = GetFloat(valueMap, "scaleMix", 1);
                        float shearMix     = GetFloat(valueMap, "shearMix", 1);
                        timeline.SetFrame(frameIndex, time, rotateMix, translateMix, scaleMix, shearMix);
                        ReadCurve(valueMap, timeline, frameIndex);
                        frameIndex++;
                    }
                    timelines.Add(timeline);
                    duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * TransformConstraintTimeline.ENTRIES]);
                }
            }

            // Path constraint timelines.
            if (map.ContainsKey("paths"))
            {
                foreach (KeyValuePair <String, Object> constraintMap in (Dictionary <String, Object>)map["paths"])
                {
                    int index = skeletonData.FindPathConstraintIndex(constraintMap.Key);
                    if (index == -1)
                    {
                        throw new Exception("Path constraint not found: " + constraintMap.Key);
                    }
                    PathConstraintData data = skeletonData.pathConstraints.Items[index];
                    var timelineMap         = (Dictionary <String, Object>)constraintMap.Value;
                    foreach (KeyValuePair <String, Object> timelineEntry in timelineMap)
                    {
                        var values       = (List <Object>)timelineEntry.Value;
                        var timelineName = (String)timelineEntry.Key;
                        if (timelineName == "position" || timelineName == "spacing")
                        {
                            PathConstraintPositionTimeline timeline;
                            float timelineScale = 1;
                            if (timelineName == "spacing")
                            {
                                timeline = new PathConstraintSpacingTimeline(values.Count);
                                if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed)
                                {
                                    timelineScale = scale;
                                }
                            }
                            else
                            {
                                timeline = new PathConstraintPositionTimeline(values.Count);
                                if (data.positionMode == PositionMode.Fixed)
                                {
                                    timelineScale = scale;
                                }
                            }
                            timeline.pathConstraintIndex = index;
                            int frameIndex = 0;
                            foreach (Dictionary <String, Object> valueMap in values)
                            {
                                timeline.SetFrame(frameIndex, (float)valueMap["time"], GetFloat(valueMap, timelineName, 0) * timelineScale);
                                ReadCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.Add(timeline);
                            duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * PathConstraintPositionTimeline.ENTRIES]);
                        }
                        else if (timelineName == "mix")
                        {
                            PathConstraintMixTimeline timeline = new PathConstraintMixTimeline(values.Count);
                            timeline.pathConstraintIndex = index;
                            int frameIndex = 0;
                            foreach (Dictionary <String, Object> valueMap in values)
                            {
                                timeline.SetFrame(frameIndex, (float)valueMap["time"], GetFloat(valueMap, "rotateMix", 1), GetFloat(valueMap, "translateMix", 1));
                                ReadCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.Add(timeline);
                            duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * PathConstraintMixTimeline.ENTRIES]);
                        }
                    }
                }
            }

            // Deform timelines.
            if (map.ContainsKey("deform"))
            {
                foreach (KeyValuePair <String, Object> deformMap in (Dictionary <String, Object>)map["deform"])
                {
                    Skin skin = skeletonData.FindSkin(deformMap.Key);
                    foreach (KeyValuePair <String, Object> slotMap in (Dictionary <String, Object>)deformMap.Value)
                    {
                        int slotIndex = skeletonData.FindSlotIndex(slotMap.Key);
                        if (slotIndex == -1)
                        {
                            throw new Exception("Slot not found: " + slotMap.Key);
                        }
                        foreach (KeyValuePair <String, Object> timelineMap in (Dictionary <String, Object>)slotMap.Value)
                        {
                            var values = (List <Object>)timelineMap.Value;
                            VertexAttachment attachment = (VertexAttachment)skin.GetAttachment(slotIndex, timelineMap.Key);
                            if (attachment == null)
                            {
                                throw new Exception("Deform attachment not found: " + timelineMap.Key);
                            }
                            bool    weighted     = attachment.bones != null;
                            float[] vertices     = attachment.vertices;
                            int     deformLength = weighted ? vertices.Length / 3 * 2 : vertices.Length;

                            var timeline = new DeformTimeline(values.Count);
                            timeline.slotIndex  = slotIndex;
                            timeline.attachment = attachment;

                            int frameIndex = 0;
                            foreach (Dictionary <String, Object> valueMap in values)
                            {
                                float[] deform;
                                if (!valueMap.ContainsKey("vertices"))
                                {
                                    deform = weighted ? new float[deformLength] : vertices;
                                }
                                else
                                {
                                    deform = new float[deformLength];
                                    int     start         = GetInt(valueMap, "offset", 0);
                                    float[] verticesValue = GetFloatArray(valueMap, "vertices", 1);
                                    Array.Copy(verticesValue, 0, deform, start, verticesValue.Length);
                                    if (scale != 1)
                                    {
                                        for (int i = start, n = i + verticesValue.Length; i < n; i++)
                                        {
                                            deform[i] *= scale;
                                        }
                                    }

                                    if (!weighted)
                                    {
                                        for (int i = 0; i < deformLength; i++)
                                        {
                                            deform[i] += vertices[i];
                                        }
                                    }
                                }

                                timeline.SetFrame(frameIndex, (float)valueMap["time"], deform);
                                ReadCurve(valueMap, timeline, frameIndex);
                                frameIndex++;
                            }
                            timelines.Add(timeline);
                            duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
                        }
                    }
                }
            }

            // Draw order timeline.
            if (map.ContainsKey("drawOrder") || map.ContainsKey("draworder"))
            {
                var values     = (List <Object>)map[map.ContainsKey("drawOrder") ? "drawOrder" : "draworder"];
                var timeline   = new DrawOrderTimeline(values.Count);
                int slotCount  = skeletonData.slots.Count;
                int frameIndex = 0;
                foreach (Dictionary <String, Object> drawOrderMap in values)
                {
                    int[] drawOrder = null;
                    if (drawOrderMap.ContainsKey("offsets"))
                    {
                        drawOrder = new int[slotCount];
                        for (int i = slotCount - 1; i >= 0; i--)
                        {
                            drawOrder[i] = -1;
                        }
                        var   offsets = (List <Object>)drawOrderMap["offsets"];
                        int[] unchanged = new int[slotCount - offsets.Count];
                        int   originalIndex = 0, unchangedIndex = 0;
                        foreach (Dictionary <String, Object> offsetMap in offsets)
                        {
                            int slotIndex = skeletonData.FindSlotIndex((String)offsetMap["slot"]);
                            if (slotIndex == -1)
                            {
                                throw new Exception("Slot not found: " + offsetMap["slot"]);
                            }
                            // Collect unchanged items.
                            while (originalIndex != slotIndex)
                            {
                                unchanged[unchangedIndex++] = originalIndex++;
                            }
                            // Set changed items.
                            int index = originalIndex + (int)(float)offsetMap["offset"];
                            drawOrder[index] = originalIndex++;
                        }
                        // Collect remaining unchanged items.
                        while (originalIndex < slotCount)
                        {
                            unchanged[unchangedIndex++] = originalIndex++;
                        }
                        // Fill in unchanged items.
                        for (int i = slotCount - 1; i >= 0; i--)
                        {
                            if (drawOrder[i] == -1)
                            {
                                drawOrder[i] = unchanged[--unchangedIndex];
                            }
                        }
                    }
                    timeline.SetFrame(frameIndex++, (float)drawOrderMap["time"], drawOrder);
                }
                timelines.Add(timeline);
                duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
            }

            // Event timeline.
            if (map.ContainsKey("events"))
            {
                var eventsMap  = (List <Object>)map["events"];
                var timeline   = new EventTimeline(eventsMap.Count);
                int frameIndex = 0;
                foreach (Dictionary <String, Object> eventMap in eventsMap)
                {
                    EventData eventData = skeletonData.FindEvent((String)eventMap["name"]);
                    if (eventData == null)
                    {
                        throw new Exception("Event not found: " + eventMap["name"]);
                    }
                    var e = new Event((float)eventMap["time"], eventData);
                    e.Int    = GetInt(eventMap, "int", eventData.Int);
                    e.Float  = GetFloat(eventMap, "float", eventData.Float);
                    e.String = GetString(eventMap, "string", eventData.String);
                    timeline.SetFrame(frameIndex++, e);
                }
                timelines.Add(timeline);
                duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
            }

            timelines.TrimExcess();
            skeletonData.animations.Add(new Animation(name, timelines, duration));
        }
コード例 #20
0
        /// <summary>
        /// Clears any previous polygons, finds all visible bounding box attachments,
        /// and computes the world vertices for each bounding box's polygon.</summary>
        /// <param name="skeleton">The skeleton.</param>
        /// <param name="updateAabb">
        /// If true, the axis aligned bounding box containing all the polygons is computed.
        /// If false, the SkeletonBounds AABB methods will always return true.
        /// </param>
        public void Update(Skeleton skeleton, bool updateAabb)
        {
            ExposedList <BoundingBoxAttachment> boundingBoxes = BoundingBoxes;
            ExposedList <Polygon> polygons = Polygons;
            ExposedList <Slot>    slots    = skeleton.slots;
            int slotCount = slots.Count;

            boundingBoxes.Clear();
            for (int i = 0, n = polygons.Count; i < n; i++)
            {
                polygonPool.Add(polygons.Items[i]);
            }
            polygons.Clear();

            for (int i = 0; i < slotCount; i++)
            {
                Slot slot = slots.Items[i];
                if (!slot.bone.active)
                {
                    continue;
                }
                BoundingBoxAttachment boundingBox = slot.attachment as BoundingBoxAttachment;
                if (boundingBox == null)
                {
                    continue;
                }
                boundingBoxes.Add(boundingBox);

                Polygon polygon   = null;
                int     poolCount = polygonPool.Count;
                if (poolCount > 0)
                {
                    polygon = polygonPool.Items[poolCount - 1];
                    polygonPool.RemoveAt(poolCount - 1);
                }
                else
                {
                    polygon = new Polygon();
                }
                polygons.Add(polygon);

                int count = boundingBox.worldVerticesLength;
                polygon.Count = count;
                if (polygon.Vertices.Length < count)
                {
                    polygon.Vertices = new float[count];
                }
                boundingBox.ComputeWorldVertices(slot, polygon.Vertices);
            }

            if (updateAabb)
            {
                AabbCompute();
            }
            else
            {
                minX = int.MinValue;
                minY = int.MinValue;
                maxX = int.MaxValue;
                maxY = int.MaxValue;
            }
        }
コード例 #21
0
        private void ReadAnimation(String name, Dictionary <String, Object> map, SkeletonData skeletonData)
        {
            var   timelines = new ExposedList <Timeline>();
            float duration  = 0;
            var   scale     = this.Scale;

            if (map.ContainsKey("slots"))
            {
                foreach (KeyValuePair <String, Object> entry in (Dictionary <String, Object>)map["slots"])
                {
                    String slotName    = entry.Key;
                    int    slotIndex   = skeletonData.FindSlotIndex(slotName);
                    var    timelineMap = (Dictionary <String, Object>)entry.Value;

                    foreach (KeyValuePair <String, Object> timelineEntry in timelineMap)
                    {
                        var values       = (List <Object>)timelineEntry.Value;
                        var timelineName = (String)timelineEntry.Key;
                        if (timelineName == "color")
                        {
                            var timeline = new ColorTimeline(values.Count);
                            timeline.slotIndex = slotIndex;

                            int frameIndex = 0;
                            foreach (Dictionary <String, Object> valueMap in values)
                            {
                                float  time = (float)valueMap["time"];
                                String c    = (String)valueMap["color"];
                                timeline.SetFrame(frameIndex, time, ToColor(c, 0), ToColor(c, 1), ToColor(c, 2), ToColor(c, 3));
                                ReadCurve(timeline, frameIndex, valueMap);
                                frameIndex++;
                            }
                            timelines.Add(timeline);
                            duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 5 - 5]);
                        }
                        else if (timelineName == "attachment")
                        {
                            var timeline = new AttachmentTimeline(values.Count);
                            timeline.slotIndex = slotIndex;

                            int frameIndex = 0;
                            foreach (Dictionary <String, Object> valueMap in values)
                            {
                                float time = (float)valueMap["time"];
                                timeline.SetFrame(frameIndex++, time, (String)valueMap["name"]);
                            }
                            timelines.Add(timeline);
                            duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
                        }
                        else
                        {
                            throw new Exception("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")");
                        }
                    }
                }
            }

            if (map.ContainsKey("bones"))
            {
                foreach (KeyValuePair <String, Object> entry in (Dictionary <String, Object>)map["bones"])
                {
                    String boneName  = entry.Key;
                    int    boneIndex = skeletonData.FindBoneIndex(boneName);
                    if (boneIndex == -1)
                    {
                        throw new Exception("Bone not found: " + boneName);
                    }

                    var timelineMap = (Dictionary <String, Object>)entry.Value;
                    foreach (KeyValuePair <String, Object> timelineEntry in timelineMap)
                    {
                        var values       = (List <Object>)timelineEntry.Value;
                        var timelineName = (String)timelineEntry.Key;
                        if (timelineName == "rotate")
                        {
                            var timeline = new RotateTimeline(values.Count);
                            timeline.boneIndex = boneIndex;

                            int frameIndex = 0;
                            foreach (Dictionary <String, Object> valueMap in values)
                            {
                                float time = (float)valueMap["time"];
                                timeline.SetFrame(frameIndex, time, (float)valueMap["angle"]);
                                ReadCurve(timeline, frameIndex, valueMap);
                                frameIndex++;
                            }
                            timelines.Add(timeline);
                            duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 2 - 2]);
                        }
                        else if (timelineName == "translate" || timelineName == "scale" || timelineName == "shear")
                        {
                            TranslateTimeline timeline;
                            float             timelineScale = 1;
                            if (timelineName == "scale")
                            {
                                timeline = new ScaleTimeline(values.Count);
                            }
                            else if (timelineName == "shear")
                            {
                                timeline = new ShearTimeline(values.Count);
                            }
                            else
                            {
                                timeline      = new TranslateTimeline(values.Count);
                                timelineScale = scale;
                            }
                            timeline.boneIndex = boneIndex;

                            int frameIndex = 0;
                            foreach (Dictionary <String, Object> valueMap in values)
                            {
                                float time = (float)valueMap["time"];
                                float x    = GetFloat(valueMap, "x", 0);
                                float y    = GetFloat(valueMap, "y", 0);
                                timeline.SetFrame(frameIndex, time, (float)x * timelineScale, (float)y * timelineScale);
                                ReadCurve(timeline, frameIndex, valueMap);
                                frameIndex++;
                            }
                            timelines.Add(timeline);
                            duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 3 - 3]);
                        }
                        else
                        {
                            throw new Exception("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")");
                        }
                    }
                }
            }

            // IK timelines.
            if (map.ContainsKey("ik"))
            {
                foreach (KeyValuePair <String, Object> constraintMap in (Dictionary <String, Object>)map["ik"])
                {
                    IkConstraintData constraint = skeletonData.FindIkConstraint(constraintMap.Key);
                    var values   = (List <Object>)constraintMap.Value;
                    var timeline = new IkConstraintTimeline(values.Count);
                    timeline.ikConstraintIndex = skeletonData.ikConstraints.IndexOf(constraint);
                    int frameIndex = 0;
                    foreach (Dictionary <String, Object> valueMap in values)
                    {
                        float time         = (float)valueMap["time"];
                        float mix          = GetFloat(valueMap, "mix", 1);
                        bool  bendPositive = GetBoolean(valueMap, "bendPositive", true);
                        timeline.SetFrame(frameIndex, time, mix, bendPositive ? 1 : -1);
                        ReadCurve(timeline, frameIndex, valueMap);
                        frameIndex++;
                    }
                    timelines.Add(timeline);
                    duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 3 - 3]);
                }
            }

            // Transform constraint timelines.
            if (map.ContainsKey("transform"))
            {
                foreach (KeyValuePair <String, Object> constraintMap in (Dictionary <String, Object>)map["transform"])
                {
                    TransformConstraintData constraint = skeletonData.FindTransformConstraint(constraintMap.Key);
                    var values   = (List <Object>)constraintMap.Value;
                    var timeline = new TransformConstraintTimeline(values.Count);
                    timeline.transformConstraintIndex = skeletonData.transformConstraints.IndexOf(constraint);
                    int frameIndex = 0;
                    foreach (Dictionary <String, Object> valueMap in values)
                    {
                        float time         = (float)valueMap["time"];
                        float rotateMix    = GetFloat(valueMap, "rotateMix", 1);
                        float translateMix = GetFloat(valueMap, "translateMix", 1);
                        float scaleMix     = GetFloat(valueMap, "scaleMix", 1);
                        float shearMix     = GetFloat(valueMap, "shearMix", 1);
                        timeline.SetFrame(frameIndex, time, rotateMix, translateMix, scaleMix, shearMix);
                        ReadCurve(timeline, frameIndex, valueMap);
                        frameIndex++;
                    }
                    timelines.Add(timeline);
                    duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 5 - 5]);
                }
            }

            // FFD timelines.
            if (map.ContainsKey("ffd"))
            {
                foreach (KeyValuePair <String, Object> ffdMap in (Dictionary <String, Object>)map["ffd"])
                {
                    Skin skin = skeletonData.FindSkin(ffdMap.Key);
                    foreach (KeyValuePair <String, Object> slotMap in (Dictionary <String, Object>)ffdMap.Value)
                    {
                        int slotIndex = skeletonData.FindSlotIndex(slotMap.Key);
                        foreach (KeyValuePair <String, Object> meshMap in (Dictionary <String, Object>)slotMap.Value)
                        {
                            var        values     = (List <Object>)meshMap.Value;
                            var        timeline   = new FfdTimeline(values.Count);
                            Attachment attachment = skin.GetAttachment(slotIndex, meshMap.Key);
                            if (attachment == null)
                            {
                                throw new Exception("FFD attachment not found: " + meshMap.Key);
                            }
                            timeline.slotIndex  = slotIndex;
                            timeline.attachment = attachment;

                            int vertexCount;
                            if (attachment is MeshAttachment)
                            {
                                vertexCount = ((MeshAttachment)attachment).vertices.Length;
                            }
                            else
                            {
                                vertexCount = ((WeightedMeshAttachment)attachment).Weights.Length / 3 * 2;
                            }

                            int frameIndex = 0;
                            foreach (Dictionary <String, Object> valueMap in values)
                            {
                                float[] vertices;
                                if (!valueMap.ContainsKey("vertices"))
                                {
                                    if (attachment is MeshAttachment)
                                    {
                                        vertices = ((MeshAttachment)attachment).vertices;
                                    }
                                    else
                                    {
                                        vertices = new float[vertexCount];
                                    }
                                }
                                else
                                {
                                    var verticesValue = (List <Object>)valueMap["vertices"];
                                    vertices = new float[vertexCount];
                                    int start = GetInt(valueMap, "offset", 0);
                                    if (scale == 1)
                                    {
                                        for (int i = 0, n = verticesValue.Count; i < n; i++)
                                        {
                                            vertices[i + start] = (float)verticesValue[i];
                                        }
                                    }
                                    else
                                    {
                                        for (int i = 0, n = verticesValue.Count; i < n; i++)
                                        {
                                            vertices[i + start] = (float)verticesValue[i] * scale;
                                        }
                                    }
                                    if (attachment is MeshAttachment)
                                    {
                                        float[] meshVertices = ((MeshAttachment)attachment).vertices;
                                        for (int i = 0; i < vertexCount; i++)
                                        {
                                            vertices[i] += meshVertices[i];
                                        }
                                    }
                                }

                                timeline.SetFrame(frameIndex, (float)valueMap["time"], vertices);
                                ReadCurve(timeline, frameIndex, valueMap);
                                frameIndex++;
                            }
                            timelines.Add(timeline);
                            duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
                        }
                    }
                }
            }

            if (map.ContainsKey("drawOrder") || map.ContainsKey("draworder"))
            {
                var values     = (List <Object>)map[map.ContainsKey("drawOrder") ? "drawOrder" : "draworder"];
                var timeline   = new DrawOrderTimeline(values.Count);
                int slotCount  = skeletonData.slots.Count;
                int frameIndex = 0;
                foreach (Dictionary <String, Object> drawOrderMap in values)
                {
                    int[] drawOrder = null;
                    if (drawOrderMap.ContainsKey("offsets"))
                    {
                        drawOrder = new int[slotCount];
                        for (int i = slotCount - 1; i >= 0; i--)
                        {
                            drawOrder[i] = -1;
                        }
                        var   offsets = (List <Object>)drawOrderMap["offsets"];
                        int[] unchanged = new int[slotCount - offsets.Count];
                        int   originalIndex = 0, unchangedIndex = 0;
                        foreach (Dictionary <String, Object> offsetMap in offsets)
                        {
                            int slotIndex = skeletonData.FindSlotIndex((String)offsetMap["slot"]);
                            if (slotIndex == -1)
                            {
                                throw new Exception("Slot not found: " + offsetMap["slot"]);
                            }
                            // Collect unchanged items.
                            while (originalIndex != slotIndex)
                            {
                                unchanged[unchangedIndex++] = originalIndex++;
                            }
                            // Set changed items.
                            int index = originalIndex + (int)(float)offsetMap["offset"];
                            drawOrder[index] = originalIndex++;
                        }
                        // Collect remaining unchanged items.
                        while (originalIndex < slotCount)
                        {
                            unchanged[unchangedIndex++] = originalIndex++;
                        }
                        // Fill in unchanged items.
                        for (int i = slotCount - 1; i >= 0; i--)
                        {
                            if (drawOrder[i] == -1)
                            {
                                drawOrder[i] = unchanged[--unchangedIndex];
                            }
                        }
                    }
                    timeline.SetFrame(frameIndex++, (float)drawOrderMap["time"], drawOrder);
                }
                timelines.Add(timeline);
                duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
            }

            if (map.ContainsKey("events"))
            {
                var eventsMap  = (List <Object>)map["events"];
                var timeline   = new EventTimeline(eventsMap.Count);
                int frameIndex = 0;
                foreach (Dictionary <String, Object> eventMap in eventsMap)
                {
                    EventData eventData = skeletonData.FindEvent((String)eventMap["name"]);
                    if (eventData == null)
                    {
                        throw new Exception("Event not found: " + eventMap["name"]);
                    }
                    var e = new Event((float)eventMap["time"], eventData);
                    e.Int    = GetInt(eventMap, "int", eventData.Int);
                    e.Float  = GetFloat(eventMap, "float", eventData.Float);
                    e.String = GetString(eventMap, "string", eventData.String);
                    timeline.SetFrame(frameIndex++, e);
                }
                timelines.Add(timeline);
                duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
            }

            timelines.TrimExcess();
            skeletonData.animations.Add(new Animation(name, timelines, duration));
        }
コード例 #22
0
        private void ReadAnimation(String name, NewStream input, SkeletonData skeletonData)
        {
            var   timelines = new ExposedList <Timeline>();
            float scale     = Scale;
            float duration  = 0;

            // Slot timelines.
            for (int i = 0, n = ReadVarint(input, true); i < n; i++)
            {
                int slotIndex = ReadVarint(input, true);
                for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
                {
                    int timelineType = input.ReadByte();
                    int frameCount   = ReadVarint(input, true);
                    switch (timelineType)
                    {
                    case SLOT_COLOR: {
                        ColorTimeline timeline = new ColorTimeline(frameCount);
                        timeline.slotIndex = slotIndex;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            float time  = ReadFloat(input);
                            int   color = ReadInt(input);
                            float r     = ((color & 0xff000000) >> 24) / 255f;
                            float g     = ((color & 0x00ff0000) >> 16) / 255f;
                            float b     = ((color & 0x0000ff00) >> 8) / 255f;
                            float a     = ((color & 0x000000ff)) / 255f;
                            timeline.SetFrame(frameIndex, time, r, g, b, a);
                            if (frameIndex < frameCount - 1)
                            {
                                ReadCurve(input, frameIndex, timeline);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * ColorTimeline.ENTRIES]);
                        break;
                    }

                    case SLOT_ATTACHMENT: {
                        AttachmentTimeline timeline = new AttachmentTimeline(frameCount);
                        timeline.slotIndex = slotIndex;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            timeline.SetFrame(frameIndex, ReadFloat(input), ReadString(input));
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[frameCount - 1]);
                        break;
                    }
                    }
                }
            }

            // Bone timelines.
            for (int i = 0, n = ReadVarint(input, true); i < n; i++)
            {
                int boneIndex = ReadVarint(input, true);
                for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
                {
                    int timelineType = input.ReadByte();
                    int frameCount   = ReadVarint(input, true);
                    switch (timelineType)
                    {
                    case BONE_ROTATE: {
                        RotateTimeline timeline = new RotateTimeline(frameCount);
                        timeline.boneIndex = boneIndex;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input));
                            if (frameIndex < frameCount - 1)
                            {
                                ReadCurve(input, frameIndex, timeline);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[(frameCount - 1) * RotateTimeline.ENTRIES]);
                        break;
                    }

                    case BONE_TRANSLATE:
                    case BONE_SCALE:
                    case BONE_SHEAR: {
                        TranslateTimeline timeline;
                        float             timelineScale = 1;
                        if (timelineType == BONE_SCALE)
                        {
                            timeline = new ScaleTimeline(frameCount);
                        }
                        else if (timelineType == BONE_SHEAR)
                        {
                            timeline = new ShearTimeline(frameCount);
                        }
                        else
                        {
                            timeline      = new TranslateTimeline(frameCount);
                            timelineScale = scale;
                        }
                        timeline.boneIndex = boneIndex;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale, ReadFloat(input)
                                              * timelineScale);
                            if (frameIndex < frameCount - 1)
                            {
                                ReadCurve(input, frameIndex, timeline);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TranslateTimeline.ENTRIES]);
                        break;
                    }
                    }
                }
            }

            // IK timelines.
            for (int i = 0, n = ReadVarint(input, true); i < n; i++)
            {
                int index      = ReadVarint(input, true);
                int frameCount = ReadVarint(input, true);
                IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount);
                timeline.ikConstraintIndex = index;
                for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                {
                    timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadSByte(input));
                    if (frameIndex < frameCount - 1)
                    {
                        ReadCurve(input, frameIndex, timeline);
                    }
                }
                timelines.Add(timeline);
                duration = Math.Max(duration, timeline.frames[(frameCount - 1) * IkConstraintTimeline.ENTRIES]);
            }

            // Transform constraint timelines.
            for (int i = 0, n = ReadVarint(input, true); i < n; i++)
            {
                int index      = ReadVarint(input, true);
                int frameCount = ReadVarint(input, true);
                TransformConstraintTimeline timeline = new TransformConstraintTimeline(frameCount);
                timeline.transformConstraintIndex = index;
                for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                {
                    timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input));
                    if (frameIndex < frameCount - 1)
                    {
                        ReadCurve(input, frameIndex, timeline);
                    }
                }
                timelines.Add(timeline);
                duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TransformConstraintTimeline.ENTRIES]);
            }

            // Path constraint timelines.
            for (int i = 0, n = ReadVarint(input, true); i < n; i++)
            {
                int index = ReadVarint(input, true);
                PathConstraintData data = skeletonData.pathConstraints.Items[index];
                for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
                {
                    int timelineType = ReadSByte(input);
                    int frameCount   = ReadVarint(input, true);
                    switch (timelineType)
                    {
                    case PATH_POSITION:
                    case PATH_SPACING: {
                        PathConstraintPositionTimeline timeline;
                        float timelineScale = 1;
                        if (timelineType == PATH_SPACING)
                        {
                            timeline = new PathConstraintSpacingTimeline(frameCount);
                            if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed)
                            {
                                timelineScale = scale;
                            }
                        }
                        else
                        {
                            timeline = new PathConstraintPositionTimeline(frameCount);
                            if (data.positionMode == PositionMode.Fixed)
                            {
                                timelineScale = scale;
                            }
                        }
                        timeline.pathConstraintIndex = index;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale);
                            if (frameIndex < frameCount - 1)
                            {
                                ReadCurve(input, frameIndex, timeline);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[(frameCount - 1) * PathConstraintPositionTimeline.ENTRIES]);
                        break;
                    }

                    case PATH_MIX: {
                        PathConstraintMixTimeline timeline = new PathConstraintMixTimeline(frameCount);
                        timeline.pathConstraintIndex = index;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input));
                            if (frameIndex < frameCount - 1)
                            {
                                ReadCurve(input, frameIndex, timeline);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[(frameCount - 1) * PathConstraintMixTimeline.ENTRIES]);
                        break;
                    }
                    }
                }
            }

            // Deform timelines.
            for (int i = 0, n = ReadVarint(input, true); i < n; i++)
            {
                Skin skin = skeletonData.skins.Items[ReadVarint(input, true)];
                for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
                {
                    int slotIndex = ReadVarint(input, true);
                    for (int iii = 0, nnn = ReadVarint(input, true); iii < nnn; iii++)
                    {
                        VertexAttachment attachment = (VertexAttachment)skin.GetAttachment(slotIndex, ReadString(input));
                        bool             weighted   = attachment.bones != null;
                        float[]          vertices   = attachment.vertices;
                        int deformLength            = weighted ? vertices.Length / 3 * 2 : vertices.Length;

                        int            frameCount = ReadVarint(input, true);
                        DeformTimeline timeline   = new DeformTimeline(frameCount);
                        timeline.slotIndex  = slotIndex;
                        timeline.attachment = attachment;

                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            float   time = ReadFloat(input);
                            float[] deform;
                            int     end = ReadVarint(input, true);
                            if (end == 0)
                            {
                                deform = weighted ? new float[deformLength] : vertices;
                            }
                            else
                            {
                                deform = new float[deformLength];
                                int start = ReadVarint(input, true);
                                end += start;
                                if (scale == 1)
                                {
                                    for (int v = start; v < end; v++)
                                    {
                                        deform[v] = ReadFloat(input);
                                    }
                                }
                                else
                                {
                                    for (int v = start; v < end; v++)
                                    {
                                        deform[v] = ReadFloat(input) * scale;
                                    }
                                }
                                if (!weighted)
                                {
                                    for (int v = 0, vn = deform.Length; v < vn; v++)
                                    {
                                        deform[v] += vertices[v];
                                    }
                                }
                            }

                            timeline.SetFrame(frameIndex, time, deform);
                            if (frameIndex < frameCount - 1)
                            {
                                ReadCurve(input, frameIndex, timeline);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[frameCount - 1]);
                    }
                }
            }

            // Draw order timeline.
            int drawOrderCount = ReadVarint(input, true);

            if (drawOrderCount > 0)
            {
                DrawOrderTimeline timeline = new DrawOrderTimeline(drawOrderCount);
                int slotCount = skeletonData.slots.Count;
                for (int i = 0; i < drawOrderCount; i++)
                {
                    float time        = ReadFloat(input);
                    int   offsetCount = ReadVarint(input, true);
                    int[] drawOrder   = new int[slotCount];
                    for (int ii = slotCount - 1; ii >= 0; ii--)
                    {
                        drawOrder[ii] = -1;
                    }
                    int[] unchanged = new int[slotCount - offsetCount];
                    int   originalIndex = 0, unchangedIndex = 0;
                    for (int ii = 0; ii < offsetCount; ii++)
                    {
                        int slotIndex = ReadVarint(input, true);
                        // Collect unchanged items.
                        while (originalIndex != slotIndex)
                        {
                            unchanged[unchangedIndex++] = originalIndex++;
                        }
                        // Set changed items.
                        drawOrder[originalIndex + ReadVarint(input, true)] = originalIndex++;
                    }
                    // Collect remaining unchanged items.
                    while (originalIndex < slotCount)
                    {
                        unchanged[unchangedIndex++] = originalIndex++;
                    }
                    // Fill in unchanged items.
                    for (int ii = slotCount - 1; ii >= 0; ii--)
                    {
                        if (drawOrder[ii] == -1)
                        {
                            drawOrder[ii] = unchanged[--unchangedIndex];
                        }
                    }
                    timeline.SetFrame(i, time, drawOrder);
                }
                timelines.Add(timeline);
                duration = Math.Max(duration, timeline.frames[drawOrderCount - 1]);
            }

            // Event timeline.
            int eventCount = ReadVarint(input, true);

            if (eventCount > 0)
            {
                EventTimeline timeline = new EventTimeline(eventCount);
                for (int i = 0; i < eventCount; i++)
                {
                    float     time      = ReadFloat(input);
                    EventData eventData = skeletonData.events.Items[ReadVarint(input, true)];
                    Event     e         = new Event(time, eventData);
                    e.Int    = ReadVarint(input, false);
                    e.Float  = ReadFloat(input);
                    e.String = ReadBoolean(input) ? ReadString(input) : eventData.String;
                    timeline.SetFrame(i, e);
                }
                timelines.Add(timeline);
                duration = Math.Max(duration, timeline.frames[eventCount - 1]);
            }

            timelines.TrimExcess();
            skeletonData.animations.Add(new Animation(name, timelines, duration));
        }
コード例 #23
0
        /** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
         * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
        internal bool Clip(float x1, float y1, float x2, float y2, float x3, float y3, ExposedList <float> clippingArea, ExposedList <float> output)
        {
            var originalOutput = output;
            var clipped        = false;

            // Avoid copy at the end.
            ExposedList <float> input = null;

            if (clippingArea.Count % 4 >= 2)
            {
                input  = output;
                output = scratch;
            }
            else
            {
                input = scratch;
            }

            input.Clear();
            input.Add(x1);
            input.Add(y1);
            input.Add(x2);
            input.Add(y2);
            input.Add(x3);
            input.Add(y3);
            input.Add(x1);
            input.Add(y1);
            output.Clear();

            float[] clippingVertices     = clippingArea.Items;
            int     clippingVerticesLast = clippingArea.Count - 4;

            for (int i = 0; ; i += 2)
            {
                float edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1];
                float edgeX2 = clippingVertices[i + 2], edgeY2 = clippingVertices[i + 3];
                float deltaX = edgeX - edgeX2, deltaY = edgeY - edgeY2;

                float[] inputVertices = input.Items;
                int     inputVerticesLength = input.Count - 2, outputStart = output.Count;
                for (int ii = 0; ii < inputVerticesLength; ii += 2)
                {
                    float inputX = inputVertices[ii], inputY = inputVertices[ii + 1];
                    float inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3];
                    bool  side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0;
                    if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0)
                    {
                        if (side2)                           // v1 inside, v2 inside
                        {
                            output.Add(inputX2);
                            output.Add(inputY2);
                            continue;
                        }
                        // v1 inside, v2 outside
                        float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
                        float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
                        output.Add(edgeX + (edgeX2 - edgeX) * ua);
                        output.Add(edgeY + (edgeY2 - edgeY) * ua);
                    }
                    else if (side2)                       // v1 outside, v2 inside
                    {
                        float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
                        float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / (c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY));
                        output.Add(edgeX + (edgeX2 - edgeX) * ua);
                        output.Add(edgeY + (edgeY2 - edgeY) * ua);
                        output.Add(inputX2);
                        output.Add(inputY2);
                    }
                    clipped = true;
                }

                if (outputStart == output.Count)                   // All edges outside.
                {
                    originalOutput.Clear();
                    return(true);
                }

                output.Add(output.Items[0]);
                output.Add(output.Items[1]);

                if (i == clippingVerticesLast)
                {
                    break;
                }
                var temp = output;
                output = input;
                output.Clear();
                input = temp;
            }

            if (originalOutput != output)
            {
                originalOutput.Clear();
                for (int i = 0, n = output.Count - 2; i < n; i++)
                {
                    originalOutput.Add(output.Items[i]);
                }
            }
            else
            {
                originalOutput.Resize(originalOutput.Count - 2);
            }

            return(clipped);
        }
コード例 #24
0
ファイル: SkeletonBinary.cs プロジェクト: ZengHuiAn/sgk
        void ReadPathAnimation(ref ExposedList <Timeline> timelines, SkeletonDataStream input, ref float duration, float scale, ref SkeletonData skeletonData)
        {
            // Path constraint timelines.
            for (int i = 0, n = SkeletonDataStream.sp_readVarint(input.ptr, 1); i < n; i++)
            {
                int index = SkeletonDataStream.sp_readVarint(input.ptr, 1);
                PathConstraintData data = skeletonData.pathConstraints.Items[index];
                for (int ii = 0, nn = SkeletonDataStream.sp_readVarint(input.ptr, 1); ii < nn; ii++)
                {
                    int timelineType = input.ReadSByte();
                    int frameCount   = SkeletonDataStream.sp_readVarint(input.ptr, 1);
                    switch (timelineType)
                    {
                    case PATH_POSITION:
                    case PATH_SPACING: {
                        PathConstraintPositionTimeline timeline;
                        float timelineScale = 1;
                        if (timelineType == PATH_SPACING)
                        {
                            timeline = new PathConstraintSpacingTimeline(frameCount);
                            if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed)
                            {
                                timelineScale = scale;
                            }
                        }
                        else
                        {
                            timeline = new PathConstraintPositionTimeline(frameCount);
                            if (data.positionMode == PositionMode.Fixed)
                            {
                                timelineScale = scale;
                            }
                        }
                        timeline.pathConstraintIndex = index;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            timeline.SetFrame(frameIndex, SkeletonDataStream.sp_readFloat(input.ptr), SkeletonDataStream.sp_readFloat(input.ptr) * timelineScale);
                            if (frameIndex < frameCount - 1)
                            {
                                SkeletonDataStream.sp_readCurve(input.ptr, frameIndex, timeline.curves);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[(frameCount - 1) * PathConstraintPositionTimeline.ENTRIES]);
                        break;
                    }

                    case PATH_MIX: {
                        PathConstraintMixTimeline timeline = new PathConstraintMixTimeline(frameCount);
                        timeline.pathConstraintIndex = index;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            timeline.SetFrame(frameIndex, SkeletonDataStream.sp_readFloat(input.ptr), SkeletonDataStream.sp_readFloat(input.ptr), SkeletonDataStream.sp_readFloat(input.ptr));
                            if (frameIndex < frameCount - 1)
                            {
                                SkeletonDataStream.sp_readCurve(input.ptr, frameIndex, timeline.curves);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[(frameCount - 1) * PathConstraintMixTimeline.ENTRIES]);
                        break;
                    }
                    }
                }
            }
        }
コード例 #25
0
ファイル: SkeletonBinary.cs プロジェクト: mrdivdiz/bpvita
        private void ReadAnimation(string name, Stream input, SkeletonData skeletonData)
        {
            ExposedList <Timeline> exposedList = new ExposedList <Timeline>();
            float scale = this.Scale;
            float num   = 0f;
            int   i     = 0;
            int   num2  = SkeletonBinary.ReadVarint(input, true);

            while (i < num2)
            {
                int slotIndex = SkeletonBinary.ReadVarint(input, true);
                int j         = 0;
                int num3      = SkeletonBinary.ReadVarint(input, true);
                while (j < num3)
                {
                    int num4 = input.ReadByte();
                    int num5 = SkeletonBinary.ReadVarint(input, true);
                    if (num4 != 1)
                    {
                        if (num4 == 0)
                        {
                            AttachmentTimeline attachmentTimeline = new AttachmentTimeline(num5);
                            attachmentTimeline.slotIndex = slotIndex;
                            for (int k = 0; k < num5; k++)
                            {
                                attachmentTimeline.SetFrame(k, this.ReadFloat(input), this.ReadString(input));
                            }
                            exposedList.Add(attachmentTimeline);
                            num = Math.Max(num, attachmentTimeline.frames[num5 - 1]);
                        }
                    }
                    else
                    {
                        ColorTimeline colorTimeline = new ColorTimeline(num5);
                        colorTimeline.slotIndex = slotIndex;
                        for (int l = 0; l < num5; l++)
                        {
                            float time = this.ReadFloat(input);
                            int   num6 = SkeletonBinary.ReadInt(input);
                            float r    = (float)((num6 & 4278190080u) >> 24) / 255f;
                            float g    = (float)((num6 & 16711680) >> 16) / 255f;
                            float b    = (float)((num6 & 65280) >> 8) / 255f;
                            float a    = (float)(num6 & 255) / 255f;
                            colorTimeline.SetFrame(l, time, r, g, b, a);
                            if (l < num5 - 1)
                            {
                                this.ReadCurve(input, l, colorTimeline);
                            }
                        }
                        exposedList.Add(colorTimeline);
                        num = Math.Max(num, colorTimeline.frames[(colorTimeline.FrameCount - 1) * 5]);
                    }
                    j++;
                }
                i++;
            }
            int m    = 0;
            int num7 = SkeletonBinary.ReadVarint(input, true);

            while (m < num7)
            {
                int boneIndex = SkeletonBinary.ReadVarint(input, true);
                int n         = 0;
                int num8      = SkeletonBinary.ReadVarint(input, true);
                while (n < num8)
                {
                    int num9  = input.ReadByte();
                    int num10 = SkeletonBinary.ReadVarint(input, true);
                    switch (num9)
                    {
                    case 0:
                    {
                        RotateTimeline rotateTimeline = new RotateTimeline(num10);
                        rotateTimeline.boneIndex = boneIndex;
                        for (int num11 = 0; num11 < num10; num11++)
                        {
                            rotateTimeline.SetFrame(num11, this.ReadFloat(input), this.ReadFloat(input));
                            if (num11 < num10 - 1)
                            {
                                this.ReadCurve(input, num11, rotateTimeline);
                            }
                        }
                        exposedList.Add(rotateTimeline);
                        num = Math.Max(num, rotateTimeline.frames[(num10 - 1) * 2]);
                        break;
                    }

                    case 1:
                    case 2:
                    case 3:
                    {
                        float             num12 = 1f;
                        TranslateTimeline translateTimeline;
                        if (num9 == 2)
                        {
                            translateTimeline = new ScaleTimeline(num10);
                        }
                        else if (num9 == 3)
                        {
                            translateTimeline = new ShearTimeline(num10);
                        }
                        else
                        {
                            translateTimeline = new TranslateTimeline(num10);
                            num12             = scale;
                        }
                        translateTimeline.boneIndex = boneIndex;
                        for (int num13 = 0; num13 < num10; num13++)
                        {
                            translateTimeline.SetFrame(num13, this.ReadFloat(input), this.ReadFloat(input) * num12, this.ReadFloat(input) * num12);
                            if (num13 < num10 - 1)
                            {
                                this.ReadCurve(input, num13, translateTimeline);
                            }
                        }
                        exposedList.Add(translateTimeline);
                        num = Math.Max(num, translateTimeline.frames[(num10 - 1) * 3]);
                        break;
                    }
                    }
                    n++;
                }
                m++;
            }
            int num14 = 0;
            int num15 = SkeletonBinary.ReadVarint(input, true);

            while (num14 < num15)
            {
                int ikConstraintIndex = SkeletonBinary.ReadVarint(input, true);
                int num16             = SkeletonBinary.ReadVarint(input, true);
                IkConstraintTimeline ikConstraintTimeline = new IkConstraintTimeline(num16);
                ikConstraintTimeline.ikConstraintIndex = ikConstraintIndex;
                for (int num17 = 0; num17 < num16; num17++)
                {
                    ikConstraintTimeline.SetFrame(num17, this.ReadFloat(input), this.ReadFloat(input), (int)SkeletonBinary.ReadSByte(input));
                    if (num17 < num16 - 1)
                    {
                        this.ReadCurve(input, num17, ikConstraintTimeline);
                    }
                }
                exposedList.Add(ikConstraintTimeline);
                num = Math.Max(num, ikConstraintTimeline.frames[(num16 - 1) * 3]);
                num14++;
            }
            int num18 = 0;
            int num19 = SkeletonBinary.ReadVarint(input, true);

            while (num18 < num19)
            {
                int transformConstraintIndex = SkeletonBinary.ReadVarint(input, true);
                int num20 = SkeletonBinary.ReadVarint(input, true);
                TransformConstraintTimeline transformConstraintTimeline = new TransformConstraintTimeline(num20);
                transformConstraintTimeline.transformConstraintIndex = transformConstraintIndex;
                for (int num21 = 0; num21 < num20; num21++)
                {
                    transformConstraintTimeline.SetFrame(num21, this.ReadFloat(input), this.ReadFloat(input), this.ReadFloat(input), this.ReadFloat(input), this.ReadFloat(input));
                    if (num21 < num20 - 1)
                    {
                        this.ReadCurve(input, num21, transformConstraintTimeline);
                    }
                }
                exposedList.Add(transformConstraintTimeline);
                num = Math.Max(num, transformConstraintTimeline.frames[(num20 - 1) * 5]);
                num18++;
            }
            int num22 = 0;
            int num23 = SkeletonBinary.ReadVarint(input, true);

            while (num22 < num23)
            {
                int num24 = SkeletonBinary.ReadVarint(input, true);
                PathConstraintData pathConstraintData = skeletonData.pathConstraints.Items[num24];
                int num25 = 0;
                int num26 = SkeletonBinary.ReadVarint(input, true);
                while (num25 < num26)
                {
                    int num27 = (int)SkeletonBinary.ReadSByte(input);
                    int num28 = SkeletonBinary.ReadVarint(input, true);
                    if (num27 != 0 && num27 != 1)
                    {
                        if (num27 == 2)
                        {
                            PathConstraintMixTimeline pathConstraintMixTimeline = new PathConstraintMixTimeline(num28);
                            pathConstraintMixTimeline.pathConstraintIndex = num24;
                            for (int num29 = 0; num29 < num28; num29++)
                            {
                                pathConstraintMixTimeline.SetFrame(num29, this.ReadFloat(input), this.ReadFloat(input), this.ReadFloat(input));
                                if (num29 < num28 - 1)
                                {
                                    this.ReadCurve(input, num29, pathConstraintMixTimeline);
                                }
                            }
                            exposedList.Add(pathConstraintMixTimeline);
                            num = Math.Max(num, pathConstraintMixTimeline.frames[(num28 - 1) * 3]);
                        }
                    }
                    else
                    {
                        float num30 = 1f;
                        PathConstraintPositionTimeline pathConstraintPositionTimeline;
                        if (num27 == 1)
                        {
                            pathConstraintPositionTimeline = new PathConstraintSpacingTimeline(num28);
                            if (pathConstraintData.spacingMode == SpacingMode.Length || pathConstraintData.spacingMode == SpacingMode.Fixed)
                            {
                                num30 = scale;
                            }
                        }
                        else
                        {
                            pathConstraintPositionTimeline = new PathConstraintPositionTimeline(num28);
                            if (pathConstraintData.positionMode == PositionMode.Fixed)
                            {
                                num30 = scale;
                            }
                        }
                        pathConstraintPositionTimeline.pathConstraintIndex = num24;
                        for (int num31 = 0; num31 < num28; num31++)
                        {
                            pathConstraintPositionTimeline.SetFrame(num31, this.ReadFloat(input), this.ReadFloat(input) * num30);
                            if (num31 < num28 - 1)
                            {
                                this.ReadCurve(input, num31, pathConstraintPositionTimeline);
                            }
                        }
                        exposedList.Add(pathConstraintPositionTimeline);
                        num = Math.Max(num, pathConstraintPositionTimeline.frames[(num28 - 1) * 2]);
                    }
                    num25++;
                }
                num22++;
            }
            int num32 = 0;
            int num33 = SkeletonBinary.ReadVarint(input, true);

            while (num32 < num33)
            {
                Skin skin  = skeletonData.skins.Items[SkeletonBinary.ReadVarint(input, true)];
                int  num34 = 0;
                int  num35 = SkeletonBinary.ReadVarint(input, true);
                while (num34 < num35)
                {
                    int slotIndex2 = SkeletonBinary.ReadVarint(input, true);
                    int num36      = 0;
                    int num37      = SkeletonBinary.ReadVarint(input, true);
                    while (num36 < num37)
                    {
                        VertexAttachment vertexAttachment = (VertexAttachment)skin.GetAttachment(slotIndex2, this.ReadString(input));
                        bool             flag             = vertexAttachment.bones != null;
                        float[]          vertices         = vertexAttachment.vertices;
                        int            num38          = (!flag) ? vertices.Length : (vertices.Length / 3 * 2);
                        int            num39          = SkeletonBinary.ReadVarint(input, true);
                        DeformTimeline deformTimeline = new DeformTimeline(num39);
                        deformTimeline.slotIndex  = slotIndex2;
                        deformTimeline.attachment = vertexAttachment;
                        for (int num40 = 0; num40 < num39; num40++)
                        {
                            float   time2 = this.ReadFloat(input);
                            int     num41 = SkeletonBinary.ReadVarint(input, true);
                            float[] array;
                            if (num41 == 0)
                            {
                                array = ((!flag) ? vertices : new float[num38]);
                            }
                            else
                            {
                                array = new float[num38];
                                int num42 = SkeletonBinary.ReadVarint(input, true);
                                num41 += num42;
                                if (scale == 1f)
                                {
                                    for (int num43 = num42; num43 < num41; num43++)
                                    {
                                        array[num43] = this.ReadFloat(input);
                                    }
                                }
                                else
                                {
                                    for (int num44 = num42; num44 < num41; num44++)
                                    {
                                        array[num44] = this.ReadFloat(input) * scale;
                                    }
                                }
                                if (!flag)
                                {
                                    int num45 = 0;
                                    int num46 = array.Length;
                                    while (num45 < num46)
                                    {
                                        array[num45] += vertices[num45];
                                        num45++;
                                    }
                                }
                            }
                            deformTimeline.SetFrame(num40, time2, array);
                            if (num40 < num39 - 1)
                            {
                                this.ReadCurve(input, num40, deformTimeline);
                            }
                        }
                        exposedList.Add(deformTimeline);
                        num = Math.Max(num, deformTimeline.frames[num39 - 1]);
                        num36++;
                    }
                    num34++;
                }
                num32++;
            }
            int num47 = SkeletonBinary.ReadVarint(input, true);

            if (num47 > 0)
            {
                DrawOrderTimeline drawOrderTimeline = new DrawOrderTimeline(num47);
                int count = skeletonData.slots.Count;
                for (int num48 = 0; num48 < num47; num48++)
                {
                    float time3  = this.ReadFloat(input);
                    int   num49  = SkeletonBinary.ReadVarint(input, true);
                    int[] array2 = new int[count];
                    for (int num50 = count - 1; num50 >= 0; num50--)
                    {
                        array2[num50] = -1;
                    }
                    int[] array3 = new int[count - num49];
                    int   num51  = 0;
                    int   num52  = 0;
                    for (int num53 = 0; num53 < num49; num53++)
                    {
                        int num54 = SkeletonBinary.ReadVarint(input, true);
                        while (num51 != num54)
                        {
                            array3[num52++] = num51++;
                        }
                        array2[num51 + SkeletonBinary.ReadVarint(input, true)] = num51++;
                    }
                    while (num51 < count)
                    {
                        array3[num52++] = num51++;
                    }
                    for (int num55 = count - 1; num55 >= 0; num55--)
                    {
                        if (array2[num55] == -1)
                        {
                            array2[num55] = array3[--num52];
                        }
                    }
                    drawOrderTimeline.SetFrame(num48, time3, array2);
                }
                exposedList.Add(drawOrderTimeline);
                num = Math.Max(num, drawOrderTimeline.frames[num47 - 1]);
            }
            int num56 = SkeletonBinary.ReadVarint(input, true);

            if (num56 > 0)
            {
                EventTimeline eventTimeline = new EventTimeline(num56);
                for (int num57 = 0; num57 < num56; num57++)
                {
                    float     time4     = this.ReadFloat(input);
                    EventData eventData = skeletonData.events.Items[SkeletonBinary.ReadVarint(input, true)];
                    eventTimeline.SetFrame(num57, new Event(time4, eventData)
                    {
                        Int    = SkeletonBinary.ReadVarint(input, false),
                        Float  = this.ReadFloat(input),
                        String = ((!SkeletonBinary.ReadBoolean(input)) ? eventData.String : this.ReadString(input))
                    });
                }
                exposedList.Add(eventTimeline);
                num = Math.Max(num, eventTimeline.frames[num56 - 1]);
            }
            exposedList.TrimExcess();
            skeletonData.animations.Add(new Animation(name, exposedList, num));
        }
コード例 #26
0
        public void UpdateCache()
        {
            ExposedList <IUpdatable> exposedList = this.updateCache;

            exposedList.Clear(true);
            ExposedList <Bone> exposedList2 = this.bones;
            int i     = 0;
            int count = exposedList2.Count;

            while (i < count)
            {
                exposedList2.Items[i].sorted = false;
                i++;
            }
            ExposedList <IkConstraint> exposedList3 = this.ikConstraintsSorted;

            exposedList3.Clear(true);
            exposedList3.AddRange(this.ikConstraints);
            int count2 = exposedList3.Count;
            int j      = 0;
            int num    = count2;

            while (j < num)
            {
                IkConstraint ikConstraint = exposedList3.Items[j];
                Bone         parent       = ikConstraint.bones.Items[0].parent;
                int          num2         = 0;
                while (parent != null)
                {
                    parent = parent.parent;
                    num2++;
                }
                ikConstraint.level = num2;
                j++;
            }
            for (int k = 1; k < count2; k++)
            {
                IkConstraint ikConstraint2 = exposedList3.Items[k];
                int          level         = ikConstraint2.level;
                int          l;
                for (l = k - 1; l >= 0; l--)
                {
                    IkConstraint ikConstraint3 = exposedList3.Items[l];
                    if (ikConstraint3.level < level)
                    {
                        break;
                    }
                    exposedList3.Items[l + 1] = ikConstraint3;
                }
                exposedList3.Items[l + 1] = ikConstraint2;
            }
            int m      = 0;
            int count3 = exposedList3.Count;

            while (m < count3)
            {
                IkConstraint ikConstraint4 = exposedList3.Items[m];
                Bone         target        = ikConstraint4.target;
                this.SortBone(target);
                ExposedList <Bone> exposedList4 = ikConstraint4.bones;
                Bone bone = exposedList4.Items[0];
                this.SortBone(bone);
                exposedList.Add(ikConstraint4);
                this.SortReset(bone.children);
                exposedList4.Items[exposedList4.Count - 1].sorted = true;
                m++;
            }
            ExposedList <PathConstraint> exposedList5 = this.pathConstraints;
            int n      = 0;
            int count4 = exposedList5.Count;

            while (n < count4)
            {
                PathConstraint pathConstraint = exposedList5.Items[n];
                Slot           target2        = pathConstraint.target;
                int            index          = target2.data.index;
                Bone           bone2          = target2.bone;
                if (this.skin != null)
                {
                    this.SortPathConstraintAttachment(this.skin, index, bone2);
                }
                if (this.data.defaultSkin != null && this.data.defaultSkin != this.skin)
                {
                    this.SortPathConstraintAttachment(this.data.defaultSkin, index, bone2);
                }
                int num3   = 0;
                int count5 = this.data.skins.Count;
                while (num3 < count5)
                {
                    this.SortPathConstraintAttachment(this.data.skins.Items[num3], index, bone2);
                    num3++;
                }
                PathAttachment pathAttachment = target2.Attachment as PathAttachment;
                if (pathAttachment != null)
                {
                    this.SortPathConstraintAttachment(pathAttachment, bone2);
                }
                ExposedList <Bone> exposedList6 = pathConstraint.bones;
                int count6 = exposedList6.Count;
                for (int num4 = 0; num4 < count6; num4++)
                {
                    this.SortBone(exposedList6.Items[num4]);
                }
                exposedList.Add(pathConstraint);
                for (int num5 = 0; num5 < count6; num5++)
                {
                    this.SortReset(exposedList6.Items[num5].children);
                }
                for (int num6 = 0; num6 < count6; num6++)
                {
                    exposedList6.Items[num6].sorted = true;
                }
                n++;
            }
            ExposedList <TransformConstraint> exposedList7 = this.transformConstraints;
            int num7   = 0;
            int count7 = exposedList7.Count;

            while (num7 < count7)
            {
                TransformConstraint transformConstraint = exposedList7.Items[num7];
                this.SortBone(transformConstraint.target);
                ExposedList <Bone> exposedList8 = transformConstraint.bones;
                int count8 = exposedList8.Count;
                for (int num8 = 0; num8 < count8; num8++)
                {
                    this.SortBone(exposedList8.Items[num8]);
                }
                exposedList.Add(transformConstraint);
                for (int num9 = 0; num9 < count8; num9++)
                {
                    this.SortReset(exposedList8.Items[num9].children);
                }
                for (int num10 = 0; num10 < count8; num10++)
                {
                    exposedList8.Items[num10].sorted = true;
                }
                num7++;
            }
            int num11  = 0;
            int count9 = exposedList2.Count;

            while (num11 < count9)
            {
                this.SortBone(exposedList2.Items[num11]);
                num11++;
            }
        }
コード例 #27
0
        public void UpdateCache()
        {
            ExposedList <ExposedList <Bone> > exposedList  = this.boneCache;
            ExposedList <IkConstraint>        exposedList2 = this.ikConstraints;
            int count = exposedList2.Count;
            int num   = count + 1;

            if (exposedList.Count > num)
            {
                exposedList.RemoveRange(num, exposedList.Count - num);
            }
            int i      = 0;
            int count2 = exposedList.Count;

            while (i < count2)
            {
                exposedList.Items[i].Clear(true);
                i++;
            }
            while (exposedList.Count < num)
            {
                exposedList.Add(new ExposedList <Bone>());
            }
            ExposedList <Bone> exposedList3 = exposedList.Items[0];
            int j      = 0;
            int count3 = this.bones.Count;

            while (j < count3)
            {
                Bone bone  = this.bones.Items[j];
                Bone bone2 = bone;
                int  k;
                while (true)
                {
                    k = 0;
IL_143:
                    while (k < count)
                    {
                        IkConstraint ikConstraint = exposedList2.Items[k];
                        Bone         bone3        = ikConstraint.bones.Items[0];
                        Bone         bone4        = ikConstraint.bones.Items[ikConstraint.bones.Count - 1];
                        while (bone2 != bone4)
                        {
                            if (bone4 == bone3)
                            {
                                k++;
                                goto IL_143;
                            }
                            bone4 = bone4.parent;
                        }
                        goto Block_4;
                    }
                    bone2 = bone2.parent;
                    if (bone2 == null)
                    {
                        goto Block_7;
                    }
                }
IL_164:
                j++;
                continue;
Block_4:
                exposedList.Items[k].Add(bone);
                exposedList.Items[k + 1].Add(bone);
                goto IL_164;
Block_7:
                exposedList3.Add(bone);
                goto IL_164;
            }
        }
コード例 #28
0
ファイル: SkeletonBinary.cs プロジェクト: ZengHuiAn/sgk
        void ReadBoneAnimation(ref ExposedList <Timeline> timelines, SkeletonDataStream input, ref float duration, float scale)
        {
            // Bone timelines.
            for (int i = 0, n = SkeletonDataStream.sp_readVarint(input.ptr, 1); i < n; i++)
            {
                int boneIndex = SkeletonDataStream.sp_readVarint(input.ptr, 1);
                for (int ii = 0, nn = SkeletonDataStream.sp_readVarint(input.ptr, 1); ii < nn; ii++)
                {
                    int timelineType = input.ReadByte();
                    int frameCount   = SkeletonDataStream.sp_readVarint(input.ptr, 1);
                    switch (timelineType)
                    {
                    case BONE_ROTATE: {
                        RotateTimeline timeline = new RotateTimeline(frameCount);
                        timeline.boneIndex = boneIndex;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            timeline.SetFrame(frameIndex, SkeletonDataStream.sp_readFloat(input.ptr), SkeletonDataStream.sp_readFloat(input.ptr));
                            if (frameIndex < frameCount - 1)
                            {
                                SkeletonDataStream.sp_readCurve(input.ptr, frameIndex, timeline.curves);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[(frameCount - 1) * RotateTimeline.ENTRIES]);
                        break;
                    }

                    case BONE_TRANSLATE:
                    case BONE_SCALE:
                    case BONE_SHEAR: {
                        TranslateTimeline timeline;
                        float             timelineScale = 1;
                        if (timelineType == BONE_SCALE)
                        {
                            timeline = new ScaleTimeline(frameCount);
                        }
                        else if (timelineType == BONE_SHEAR)
                        {
                            timeline = new ShearTimeline(frameCount);
                        }
                        else
                        {
                            timeline      = new TranslateTimeline(frameCount);
                            timelineScale = scale;
                        }
                        timeline.boneIndex = boneIndex;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            timeline.SetFrame(frameIndex, SkeletonDataStream.sp_readFloat(input.ptr), SkeletonDataStream.sp_readFloat(input.ptr) * timelineScale, SkeletonDataStream.sp_readFloat(input.ptr)
                                              * timelineScale);
                            if (frameIndex < frameCount - 1)
                            {
                                SkeletonDataStream.sp_readCurve(input.ptr, frameIndex, timeline.curves);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TranslateTimeline.ENTRIES]);
                        break;
                    }
                    }
                }
            }
        }
コード例 #29
0
        private void ReadAnimation(String name, Stream input, SkeletonData skeletonData)
        {
            var   timelines = new ExposedList <Timeline>();
            float scale     = Scale;
            float duration  = 0;

            // Slot timelines.
            for (int i = 0, n = ReadInt(input, true); i < n; i++)
            {
                int slotIndex = ReadInt(input, true);
                for (int ii = 0, nn = ReadInt(input, true); ii < nn; ii++)
                {
                    int timelineType = input.ReadByte();
                    int frameCount   = ReadInt(input, true);
                    switch (timelineType)
                    {
                    case TIMELINE_COLOR: {
                        ColorTimeline timeline = new ColorTimeline(frameCount);
                        timeline.slotIndex = slotIndex;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            float time  = ReadFloat(input);
                            int   color = ReadInt(input);
                            float r     = ((color & 0xff000000) >> 24) / 255f;
                            float g     = ((color & 0x00ff0000) >> 16) / 255f;
                            float b     = ((color & 0x0000ff00) >> 8) / 255f;
                            float a     = ((color & 0x000000ff)) / 255f;
                            timeline.SetFrame(frameIndex, time, r, g, b, a);
                            if (frameIndex < frameCount - 1)
                            {
                                ReadCurve(input, frameIndex, timeline);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[frameCount * 5 - 5]);
                        break;
                    }

                    case TIMELINE_ATTACHMENT: {
                        AttachmentTimeline timeline = new AttachmentTimeline(frameCount);
                        timeline.slotIndex = slotIndex;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            timeline.SetFrame(frameIndex, ReadFloat(input), ReadString(input));
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[frameCount - 1]);
                        break;
                    }
                    }
                }
            }

            // Bone timelines.
            for (int i = 0, n = ReadInt(input, true); i < n; i++)
            {
                int boneIndex = ReadInt(input, true);
                for (int ii = 0, nn = ReadInt(input, true); ii < nn; ii++)
                {
                    int timelineType = input.ReadByte();
                    int frameCount   = ReadInt(input, true);
                    switch (timelineType)
                    {
                    case TIMELINE_ROTATE: {
                        RotateTimeline timeline = new RotateTimeline(frameCount);
                        timeline.boneIndex = boneIndex;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input));
                            if (frameIndex < frameCount - 1)
                            {
                                ReadCurve(input, frameIndex, timeline);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[frameCount * 2 - 2]);
                        break;
                    }

                    case TIMELINE_TRANSLATE:
                    case TIMELINE_SCALE: {
                        TranslateTimeline timeline;
                        float             timelineScale = 1;
                        if (timelineType == TIMELINE_SCALE)
                        {
                            timeline = new ScaleTimeline(frameCount);
                        }
                        else
                        {
                            timeline      = new TranslateTimeline(frameCount);
                            timelineScale = scale;
                        }
                        timeline.boneIndex = boneIndex;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale, ReadFloat(input)
                                              * timelineScale);
                            if (frameIndex < frameCount - 1)
                            {
                                ReadCurve(input, frameIndex, timeline);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[frameCount * 3 - 3]);
                        break;
                    }

                    case TIMELINE_FLIPX:
                    case TIMELINE_FLIPY: {
                        FlipXTimeline timeline = timelineType == TIMELINE_FLIPX ? new FlipXTimeline(frameCount) : new FlipYTimeline(
                            frameCount);
                        timeline.boneIndex = boneIndex;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            timeline.SetFrame(frameIndex, ReadFloat(input), ReadBoolean(input));
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[frameCount * 2 - 2]);
                        break;
                    }
                    }
                }
            }

            // IK timelines.
            for (int i = 0, n = ReadInt(input, true); i < n; i++)
            {
                IkConstraintData ikConstraint = skeletonData.ikConstraints.Items[ReadInt(input, true)];
                int frameCount = ReadInt(input, true);
                IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount);
                timeline.ikConstraintIndex = skeletonData.ikConstraints.IndexOf(ikConstraint);
                for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                {
                    timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadSByte(input));
                    if (frameIndex < frameCount - 1)
                    {
                        ReadCurve(input, frameIndex, timeline);
                    }
                }
                timelines.Add(timeline);
                duration = Math.Max(duration, timeline.frames[frameCount * 3 - 3]);
            }

            // FFD timelines.
            for (int i = 0, n = ReadInt(input, true); i < n; i++)
            {
                Skin skin = skeletonData.skins.Items[ReadInt(input, true)];
                for (int ii = 0, nn = ReadInt(input, true); ii < nn; ii++)
                {
                    int slotIndex = ReadInt(input, true);
                    for (int iii = 0, nnn = ReadInt(input, true); iii < nnn; iii++)
                    {
                        Attachment  attachment = skin.GetAttachment(slotIndex, ReadString(input));
                        int         frameCount = ReadInt(input, true);
                        FFDTimeline timeline   = new FFDTimeline(frameCount);
                        timeline.slotIndex  = slotIndex;
                        timeline.attachment = attachment;
                        for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
                        {
                            float time = ReadFloat(input);

                            float[] vertices;
                            int     vertexCount;
                            if (attachment is MeshAttachment)
                            {
                                vertexCount = ((MeshAttachment)attachment).vertices.Length;
                            }
                            else
                            {
                                vertexCount = ((SkinnedMeshAttachment)attachment).weights.Length / 3 * 2;
                            }

                            int end = ReadInt(input, true);
                            if (end == 0)
                            {
                                if (attachment is MeshAttachment)
                                {
                                    vertices = ((MeshAttachment)attachment).vertices;
                                }
                                else
                                {
                                    vertices = new float[vertexCount];
                                }
                            }
                            else
                            {
                                vertices = new float[vertexCount];
                                int start = ReadInt(input, true);
                                end += start;
                                if (scale == 1)
                                {
                                    for (int v = start; v < end; v++)
                                    {
                                        vertices[v] = ReadFloat(input);
                                    }
                                }
                                else
                                {
                                    for (int v = start; v < end; v++)
                                    {
                                        vertices[v] = ReadFloat(input) * scale;
                                    }
                                }
                                if (attachment is MeshAttachment)
                                {
                                    float[] meshVertices = ((MeshAttachment)attachment).vertices;
                                    for (int v = 0, vn = vertices.Length; v < vn; v++)
                                    {
                                        vertices[v] += meshVertices[v];
                                    }
                                }
                            }

                            timeline.SetFrame(frameIndex, time, vertices);
                            if (frameIndex < frameCount - 1)
                            {
                                ReadCurve(input, frameIndex, timeline);
                            }
                        }
                        timelines.Add(timeline);
                        duration = Math.Max(duration, timeline.frames[frameCount - 1]);
                    }
                }
            }

            // Draw order timeline.
            int drawOrderCount = ReadInt(input, true);

            if (drawOrderCount > 0)
            {
                DrawOrderTimeline timeline = new DrawOrderTimeline(drawOrderCount);
                int slotCount = skeletonData.slots.Count;
                for (int i = 0; i < drawOrderCount; i++)
                {
                    int   offsetCount = ReadInt(input, true);
                    int[] drawOrder   = new int[slotCount];
                    for (int ii = slotCount - 1; ii >= 0; ii--)
                    {
                        drawOrder[ii] = -1;
                    }
                    int[] unchanged = new int[slotCount - offsetCount];
                    int   originalIndex = 0, unchangedIndex = 0;
                    for (int ii = 0; ii < offsetCount; ii++)
                    {
                        int slotIndex = ReadInt(input, true);
                        // Collect unchanged items.
                        while (originalIndex != slotIndex)
                        {
                            unchanged[unchangedIndex++] = originalIndex++;
                        }
                        // Set changed items.
                        drawOrder[originalIndex + ReadInt(input, true)] = originalIndex++;
                    }
                    // Collect remaining unchanged items.
                    while (originalIndex < slotCount)
                    {
                        unchanged[unchangedIndex++] = originalIndex++;
                    }
                    // Fill in unchanged items.
                    for (int ii = slotCount - 1; ii >= 0; ii--)
                    {
                        if (drawOrder[ii] == -1)
                        {
                            drawOrder[ii] = unchanged[--unchangedIndex];
                        }
                    }
                    timeline.SetFrame(i, ReadFloat(input), drawOrder);
                }
                timelines.Add(timeline);
                duration = Math.Max(duration, timeline.frames[drawOrderCount - 1]);
            }

            // Event timeline.
            int eventCount = ReadInt(input, true);

            if (eventCount > 0)
            {
                EventTimeline timeline = new EventTimeline(eventCount);
                for (int i = 0; i < eventCount; i++)
                {
                    float     time      = ReadFloat(input);
                    EventData eventData = skeletonData.events.Items[ReadInt(input, true)];
                    Event     e         = new Event(eventData);
                    e.Int    = ReadInt(input, false);
                    e.Float  = ReadFloat(input);
                    e.String = ReadBoolean(input) ? ReadString(input) : eventData.String;
                    timeline.SetFrame(i, time, e);
                }
                timelines.Add(timeline);
                duration = Math.Max(duration, timeline.frames[eventCount - 1]);
            }

            timelines.TrimExcess();
            skeletonData.animations.Add(new Animation(name, timelines, duration));
        }
コード例 #30
0
        /// <summary>Caches information about bones and constraints. Must be called if bones, constraints or weighted path attachments are added
        /// or removed.</summary>
        public void UpdateCache()
        {
            ExposedList <IUpdatable> updateCache = this.updateCache;

            updateCache.Clear();

            ExposedList <Bone> bones = this.bones;

            for (int i = 0, n = bones.Count; i < n; i++)
            {
                bones.Items[i].sorted = false;
            }

            ExposedList <IkConstraint> ikConstraints = this.ikConstraintsSorted;

            ikConstraints.Clear();
            ikConstraints.AddRange(this.ikConstraints);
            int ikCount = ikConstraints.Count;

            for (int i = 0, level, n = ikCount; i < n; i++)
            {
                IkConstraint ik   = ikConstraints.Items[i];
                Bone         bone = ik.bones.Items[0].parent;
                for (level = 0; bone != null; level++)
                {
                    bone = bone.parent;
                }
                ik.level = level;
            }
            for (int i = 1, ii; i < ikCount; i++)
            {
                IkConstraint ik    = ikConstraints.Items[i];
                int          level = ik.level;
                for (ii = i - 1; ii >= 0; ii--)
                {
                    IkConstraint other = ikConstraints.Items[ii];
                    if (other.level < level)
                    {
                        break;
                    }
                    ikConstraints.Items[ii + 1] = other;
                }
                ikConstraints.Items[ii + 1] = ik;
            }
            for (int i = 0, n = ikConstraints.Count; i < n; i++)
            {
                IkConstraint constraint = ikConstraints.Items[i];
                Bone         target     = constraint.target;
                SortBone(target);

                ExposedList <Bone> constrained = constraint.bones;
                Bone parent = constrained.Items[0];
                SortBone(parent);

                updateCache.Add(constraint);

                SortReset(parent.children);
                constrained.Items[constrained.Count - 1].sorted = true;
            }

            ExposedList <PathConstraint> pathConstraints = this.pathConstraints;

            for (int i = 0, n = pathConstraints.Count; i < n; i++)
            {
                PathConstraint constraint = pathConstraints.Items[i];

                Slot slot      = constraint.target;
                int  slotIndex = slot.data.index;
                Bone slotBone  = slot.bone;
                if (skin != null)
                {
                    SortPathConstraintAttachment(skin, slotIndex, slotBone);
                }
                if (data.defaultSkin != null && data.defaultSkin != skin)
                {
                    SortPathConstraintAttachment(data.defaultSkin, slotIndex, slotBone);
                }
                for (int ii = 0, nn = data.skins.Count; ii < nn; ii++)
                {
                    SortPathConstraintAttachment(data.skins.Items[ii], slotIndex, slotBone);
                }

                PathAttachment attachment = slot.Attachment as PathAttachment;
                if (attachment != null)
                {
                    SortPathConstraintAttachment(attachment, slotBone);
                }

                ExposedList <Bone> constrained = constraint.bones;
                int boneCount = constrained.Count;
                for (int ii = 0; ii < boneCount; ii++)
                {
                    SortBone(constrained.Items[ii]);
                }

                updateCache.Add(constraint);

                for (int ii = 0; ii < boneCount; ii++)
                {
                    SortReset(constrained.Items[ii].children);
                }
                for (int ii = 0; ii < boneCount; ii++)
                {
                    constrained.Items[ii].sorted = true;
                }
            }

            ExposedList <TransformConstraint> transformConstraints = this.transformConstraints;

            for (int i = 0, n = transformConstraints.Count; i < n; i++)
            {
                TransformConstraint constraint = transformConstraints.Items[i];

                SortBone(constraint.target);

                ExposedList <Bone> constrained = constraint.bones;
                int boneCount = constrained.Count;
                for (int ii = 0; ii < boneCount; ii++)
                {
                    SortBone(constrained.Items[ii]);
                }

                updateCache.Add(constraint);

                for (int ii = 0; ii < boneCount; ii++)
                {
                    SortReset(constrained.Items[ii].children);
                }
                for (int ii = 0; ii < boneCount; ii++)
                {
                    constrained.Items[ii].sorted = true;
                }
            }

            for (int i = 0, n = bones.Count; i < n; i++)
            {
                SortBone(bones.Items[i]);
            }
        }